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[CC1.53][MC1.5.2] MiscPeripherals 3.3

turtle peripheral help peripheral

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#781 cant_delete_account

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Posted 22 March 2013 - 12:14 PM

View PostLindenk, on 22 March 2013 - 08:44 AM, said:

Not sure if it's been suggested, but how about an ender turtle (working with the ender storage mod) that allows a turtle the following functions. Made when combining a turtle with an ender chest (the mod one, any colors)

setColorCode(int, int, int) //sets the ender color code (by metadata value 0-15 (0 is white, etc)). Defaults to all white (0,0,0)
enderSuck() //sucks an itemstack from the selected ender storage, returns true if successful
enderDrop() //drops the selected itemstack into the selected ender storage, returns true if successful

Also perhaps it could work in tandem with the inventory upgrade by allowing the following two functions if both are installed

enderSuck(slot, amount) //take amount number of items from slot in the selected storage container, returns true if blah blah blah
enderDrop(slot, amount) //places amount of selected item into slot of the selected ender storage, ditto^

Just an idea
Why not just have the turtle place a ender chest? And for the suck and drop into a certain slot, just use the Inventory Module

#782 Ville Saari

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Posted 22 March 2013 - 02:10 PM

As the inventory module is now built from the interactive sorter, it would be nice if it also inherited some of the abilities of the interactive sorter. Namely the ability to list() the contents or the adjacent inventory and to extract items of specific type from the adjacent inventory to the selected slot. The methods could be list(), listDown(), listUp(), extract(id, amount), extractDown(id, amount) and extractUp(id, amount).

Actually the inventory module seems to have undocumented methods getItem(), getItemDown() and getItemUp() that might be intended to do just that, but right now they seem to be doing nothing.

#783 immibis

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Posted 22 March 2013 - 05:42 PM

View Postthesbros, on 22 March 2013 - 12:14 PM, said:

Why not just have the turtle place a ender chest? And for the suck and drop into a certain slot, just use the Inventory Module
Probably for the same reason you'd have a WRCBE module, instead of just placing a wireless receiver/transmitter.

#784 Kye_Duo

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Posted 23 March 2013 - 12:36 AM

View PostLindenk, on 22 March 2013 - 08:44 AM, said:

Not sure if it's been suggested, but how about an ender turtle (working with the ender storage mod) that allows a turtle the following functions. Made when combining a turtle with an ender chest (the mod one, any colors)

setColorCode(int, int, int) //sets the ender color code (by metadata value 0-15 (0 is white, etc)). Defaults to all white (0,0,0)
enderSuck() //sucks an itemstack from the selected ender storage, returns true if successful
enderDrop() //drops the selected itemstack into the selected ender storage, returns true if successful

Also perhaps it could work in tandem with the inventory upgrade by allowing the following two functions if both are installed

enderSuck(slot, amount) //take amount number of items from slot in the selected storage container, returns true if blah blah blah
enderDrop(slot, amount) //places amount of selected item into slot of the selected ender storage, ditto^

Just an idea
no...not with an enderchest, just within two turtles that have enderstorage modules installed with the same freq. but it'd still be HORRIDLY Over Powered

#785 Ville Saari

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Posted 23 March 2013 - 04:18 AM

Yet another bug in the interactive sorter:

If I don't provide the 'amount' parameter for extract(), it does not extract as much as possible, but instead it extracts the first stack (of any size) of the requested item type and destroys it. Nothing will appear in the destination inventory. The return value of the function is about negative two billion, the MIN_VALUE.of 32 bit integer.

#786 RichardG867

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Posted 23 March 2013 - 05:27 AM

Which version? I cleared the known bugs in the 1.5 version.

#787 chif_ii

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Posted 23 March 2013 - 12:02 PM

View PostLost Ninja, on 18 March 2013 - 04:51 PM, said:

Unsure if this has been reported before of if it has been fixed (if there is a release for MC1.5 yet), but it's late here and I've foolishly not checked... :/

Just been playing around with some XP turtles (having realised they existed after watching DW20) and I have found what I believe to be a bug.

To get the amount of XP on a turtle you call get(), you should according to the OP also use get() to pull XP from something infront of the turtle. However there doesn't seem to be any way to tell the turtle which version of get() to use. :/

I checked the in game methods for the peripheral and get() is listed twice so it isn't merely a mistake in the documentation.

Can I ask for a small update to fix this error? Preferably to work with the current (non-beta) ComputerCraft for MC1.4.7.

I'm having the same problems. Reposting this mostly to make sure RichardG comes along and tells us what we're doing wrong.

Can Mining XP Turtles collect experience when they break blocks like coal ore and lapis ore? They don't seem to...

Also...portal gun turtles. This needs to happen.

#788 Feronzed

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Posted 23 March 2013 - 11:45 PM

I'm sorry for spam if this question has been already asked, but where can I find all of the commands for the turtles and computers which this mod adds, I know how to use some of them (which direwolf20 uses commonly), but not the rest. Thank you in advance.

#789 Xaw4

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Posted 24 March 2013 - 12:11 PM

View Postchif_ii, on 23 March 2013 - 12:02 PM, said:

View PostLost Ninja, on 18 March 2013 - 04:51 PM, said:

Unsure if this has been reported before of if it has been fixed (if there is a release for MC1.5 yet), but it's late here and I've foolishly not checked... :/

Just been playing around with some XP turtles (having realised they existed after watching DW20) and I have found what I believe to be a bug.

To get the amount of XP on a turtle you call get(), you should according to the OP also use get() to pull XP from something infront of the turtle. However there doesn't seem to be any way to tell the turtle which version of get() to use. :/

I checked the in game methods for the peripheral and get() is listed twice so it isn't merely a mistake in the documentation.

Can I ask for a small update to fix this error? Preferably to work with the current (non-beta) ComputerCraft for MC1.4.7.

I'm having the same problems. Reposting this mostly to make sure RichardG comes along and tells us what we're doing wrong.

Can Mining XP Turtles collect experience when they break blocks like coal ore and lapis ore? They don't seem to...


I Think this is related..
i can use .get() to take the xp(and for example gold) out of a furnace, but i cant get the XP from an other turtle with .get().
and if i use .get() ehen facing nothing or stone it returns 0...
As far as i understood the reference it should return the sum of all xp...

it would be awesome if there would be a change in the naming...
it would make mare sence if the functions would be called suck(), suckUp(), suckDown, and getXP() ...

oh.. and a getXPToNextLevel() ... (returns how much XP would be needed, to get to next Level) would be nice

#790 SuddenTurmoil

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Posted 25 March 2013 - 05:43 AM

I am unsure if I have a bug report or a user stupidity report. I am running a FTB Ultimate pack server which, I believe, runs v 3.1 of your mod. I have several melee REther turtles running a function:
function wr()
 m = peripheral.wrap("right")
 m.setFreq(41)
 while m.get() do
   sleep(30)
 end
end

to use a wireless redstone signal to toggle it sleeping or working. When I toggle the wireless redstone frequencies state with a transmitter and lever my server stops responding. No errors are generated, the tick stops refreshing, and all of the users are kicked with a socket timeout exception. So, me or the turtle? Thanks in advance for the assistance.

#791 wjykk

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Posted 25 March 2013 - 06:36 AM

I have a request: assuming minecarts that are named in an anvil maintain their name after being placed and removed, is it possible for the Rail Reader to get the name of the minecart?

#792 LordNotix

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Posted 26 March 2013 - 09:15 AM

I've noticed a rather large feature is missing from anvil turtles. They can't rename items. It'd be absolutely great if they could, it'd add automated renaming to this mod (something missing from the rest of the mod comprising the FTB packs) making this mod even better than it currently is.

I would love to have this feature so that in a future version of FTB it would be possible to mass produce named scrap boxes, and make my dreams of building a Santa style toy factory a reality.

#793 RichardG867

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Posted 26 March 2013 - 11:24 AM

They can rename, with the extra parameter. Also good luck gathering all the XP for it, a stack is over level 30 iirc.

#794 ZeePal

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Posted 26 March 2013 - 11:26 AM

View PostRichardG867, on 23 March 2013 - 05:27 AM, said:

Which version? I cleared the known bugs in the 1.5 version.

Hey Richard,

Wat Ville is saying is happening to me with version 3.1c as well (in ftb ultimate mod pack (i deleted the version that came with it 3.1b (md5 check to find out) and put 3.1c in its place))

View PostVille Saari, on 23 March 2013 - 04:18 AM, said:

Yet another bug in the interactive sorter:

If I don't provide the 'amount' parameter for extract(), it does not extract as much as possible, but instead it extracts the first stack (of any size) of the requested item type and destroys it. Nothing will appear in the destination inventory. The return value of the function is about negative two billion, the MIN_VALUE.of 32 bit integer.

I would also like to ask you 2 questions:
1. do you think running 3.1c on the server and 3.1b on the client will cause any issues (my tests cant see any problems as the server does the item moving but would like your thoughts)
2. is it possible to add a way to convert uuid to item name? (would help with a gui and prevent load on the lua threads for looking though csv files...)

#795 THUNDERGROOVE

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Posted 27 March 2013 - 11:26 AM

I would really like to see a peripheral to interface with Applied Energistics.

#796 remotlsess

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Posted 27 March 2013 - 04:29 PM

Is there any way or is there currently any plans for the solar turtles to output EU? It would be incredibly useful!! maybe even be able to have some form of power convert installed so you can output MJ, BC, etc.


I had a quick scan through the thread but its pretty huge and I didnt see anything about this... which surprises me because I would think its brought up all the time so sorry if that's the case!


#797 Ville Saari

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Posted 28 March 2013 - 03:02 AM

View PostRichardG867, on 23 March 2013 - 05:27 AM, said:

Which version? I cleared the known bugs in the 1.5 version.
I was using FTB Mindcrack pack and whatever version came with it. Today I tried the current version from the original post (3.1c). The results of my experiments with extract()

- The bug where the existing stacks of the same type in the destination inventory get overwritten seems to be finally gone.

- If I leave the amount parameter out, it still means 'delete the first stack in the source', not 'extract as much as possible'. And the return value will be -2^31.

- Extracting into a full inventory or into a block that has no inventory is equivalent to extracting into a void pipe.

- If the destination inventory has an empty slot before the slot that contains extracted item type, extract() won't add to the existing stack but starts a new stack.

The last two bugs together are especially nasty. Because the extract() can spread stuff into more stacks than necessary, there is no way to reliably determine if the destination inventory has space for new stuff by list()ing it, so there is always the risk for item deletion due to full inventory.

#798 Ville Saari

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Posted 28 March 2013 - 03:44 AM

More experiments with 3.1c - this time with turtle inventory upgrade.

- if I try to suck() more items than there are in the source slot, nothing gets transferred. I guess this may be intentional and not a bug, but this is inconsistent with drop() that transfers all available items in that case.

- If I suck() without the amount parameter, the results are really weird. Nothing is transferred, but the stack in the source inventory turns into a stack of approximately 2^31 items. Huge item dupe exploit!

This massive stack has no item count rendered when in the inventory, so it looks like a single item, but if I pick it up, it shows over two billion when I'm holding it in my mouse. Then whenever I try to drop it anywhere, the slot gets filled by a full stack without making a dent to the stack I'm holding.

If this stack on steroids is dropped into the world, it will completely fill any player's inventory who gets in pickup range. Stand in range spam right clicking an extradimensional Factorization barrel and you'll have 65536 iridium plates in no time.

#799 Ferdy2003

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Posted 28 March 2013 - 04:10 AM

Hey, i think i found a new Bug.

If you extract items with a interactive sorter from a barrel into an Item Tesseract the item will duplicate. 1 arrives at the destiation and the other one drops near the Tesseract on the ground.

#800 koekje00

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Posted 28 March 2013 - 05:28 AM

Could you add a "source" argument to the peripheral events? At the moment, you cannot distinguish peripherals when using networking cables.





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